Various improvements
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488494634d
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15 changed files with 259 additions and 226 deletions
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@ -1,40 +1,48 @@
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struct Settings {
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diffusionRateTrails: f32,
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inverseDiffusionRateTrails: f32,
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decayRateTrails: f32,
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diffusionRateBrush: f32,
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inverseDiffusionRateBrush: f32,
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decayRateBrush: f32,
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(1) var Sampler: sampler;
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@group(1) @binding(2) var trailMap: texture_2d<f32>;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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var current = textureSample(trailMap, Sampler, uv);
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var change = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = clamp(neighbour - current, vec4(0), vec4(1));
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change += vec4(
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length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
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);
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}
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}
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}
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current += change / 4;
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current += (
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propagate(uv, vec2(-1.0, -1.0), current)
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+ propagate(uv, vec2(-1.0, 1.0), current)
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+ propagate(uv, vec2(1.0, -1.0), current)
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+ propagate(uv, vec2(1.0, 1.0), current)
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+ propagate(uv, vec2(-1.0, 0.0), current)
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+ propagate(uv, vec2(0.0, -1.0), current)
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+ propagate(uv, vec2(1.0, 0.0), current)
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+ propagate(uv, vec2(0.0, 1.0), current)
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) / 8;
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let decayed = clamp(vec4(
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current.rgb * settings.decayRateTrails,
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max(0, current.a - settings.decayRateBrush)
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current.rgb - settings.decayRateTrails,
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max(0, current.a + (current.a - 1.001) * settings.decayRateBrush)
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), vec4(0), vec4(1));
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return decayed;
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}
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fn propagate(uv: vec2<f32>, offset: vec2<f32>, currentColor: vec4<f32>) -> vec4<f32> {
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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var random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = clamp(neighbour - currentColor, vec4(0), vec4(1));
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return vec4(
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vec3(length(neighbour.rgb) * pow(random, settings.inverseDiffusionRateTrails)),
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length(neighbour.a) * pow(random, settings.inverseDiffusionRateBrush)
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) * difference;
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}
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